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3d-fengji/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Fog/EnviroHeightFogHDRP.shader
2026-05-20 17:05:47 +08:00

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Shader "Hidden/EnviroHeightFogHDRP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#pragma multi_compile __ ENVIROHDRP
#if defined (ENVIROHDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
#include_with_pragmas "../Includes/FogIncludeHLSL.hlsl"
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 position : SV_POSITION;
float3 ray : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.position = GetFullScreenTriangleVertexPosition(v.vertexID);
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
return o;
}
float4x4 _LeftWorldFromView;
float4x4 _RightWorldFromView;
float4x4 _LeftViewFromScreen;
float4x4 _RightViewFromScreen;
float3 color, opacity;
float _EnviroSkyIntensity;
TEXTURE2D_X(_MainTex);
void InverseProjectDepth (float depth, float2 texcoord, out float3 worldPos)
{
float4x4 proj, eyeToWorld;
if (unity_StereoEyeIndex == 0)
{
proj = _LeftViewFromScreen;
eyeToWorld = _LeftWorldFromView;
}
else
{
proj = _RightViewFromScreen;
eyeToWorld = _RightWorldFromView;
}
#if !UNITY_UV_STARTS_AT_TOP
texcoord.y = 1 - texcoord.y;
#endif
float2 uvClip = texcoord * 2.0 - 1.0;
float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram
clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
float4 clipPos = float4(uvClip, clipDepth, 1.0);
float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
viewPos /= viewPos.w; // perspective division
worldPos = mul(eyeToWorld, viewPos).xyz;
//viewDir = worldPos - _CameraPosition.xyz;
//dist = length(viewDir);
//viewDir /= dist;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0).r;
float linearDepth = Linear01Depth(depth, _ZBufferParams);
float3 worldPos;
InverseProjectDepth(depth, i.uv.xy * (1/_RTHandleScale.xy), worldPos);
float4 fog = GetExponentialHeightFog(worldPos,linearDepth);
fog.rgb *= _EnviroSkyIntensity * GetCurrentExposureMultiplier();
//HDRP Fog
//float3 V = GetSkyViewDirWS(i.uv.xy * _ScreenSize.xy * (1/_RTHandleScale.xy));
//PositionInputs posInput = GetPositionInput(i.position.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
//posInput.positionWS = GetCurrentViewPosition() - V * _MaxFogDistance;
//EvaluateAtmosphericScattering(posInput, V, color, opacity);
//fog.rgb = color + (1 - opacity) * fog.rgb;
float4 col = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
//float4 volumetrics = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumetricFogTex, i.uv);
//col.rgb = col.rgb * fog.a + fog.rgb * max(volumetrics.rgb,0.75);
col.rgb = col.rgb * fog.a + fog.rgb;
return col;
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}